raptop changed the topic of #KSPOfficial to: Kerbal Space Program official channel | versions: KSP1 1.12.3 http://bit.ly/ksp112update | Rules: http://tinyurl.com/KSP-Rules | "modcall" to call ops | Δv maps: https://i.imgur.com/CHVnEeE.png https://i.imgur.com/gBoLsSt.png
<Izaya> Named, too.
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<Izaya> Let's try disabling everything in KSP Community Fixes except the memory leak patch
<SporkWitch> just add more RAM, no more leak worries :P
<Izaya> that's what I did last time, now I have 32GB of memory and zero free
<Izaya> That ... worked.
<Izaya> Huh.
<SporkWitch> only issue i've been encountering is occasional crashes when loading the VAB. No idea what the cause is, no identifiable pattern
<SporkWitch> Doubly odd since, in theory, none of my mods affect the VAB, really, just stuff like RCS Build Aid, extra parts, FAR, etc.; info displays, basically, no modification of the VAB itself
<Izaya> Nothing obvious in the log?
<SporkWitch> it's just a generic unity crash, not even a message, just the unity error window itself with the kerbal on it
<Izaya> That is odd.
<SporkWitch> i haven't gone digging through logfiles, it doesn't happen anywhere that could screw me, and it's intermittent enough not to stress it unless the frequency starts to increase
<Izaya> fair
<SporkWitch> though actually, that would be a very practical application of splunk. evaluating error logs to figure out the problem is one of the many primary uses of it lol
<SporkWitch> i'll add it to my list for work monday lol (since I'm still in training status, I can literally work on my home lab and get paid for it to legitimately fill my idle time)
<SporkWitch> really hope i can start working tickets soon, though; makes me really uncomfortable just kind of finding ways to learn without being productive and really earning the paycheck. Never had such a loose / freeform training situation at a job before.
<Izaya> the memory leak patch seems to be helping
<Izaya> memory goes down when I change scenes now
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<SporkWitch> hmmm... i feel like parallax should maybe selectively have certain of its features collidable by default. It adds largist platforms of ice to the Cold Shores biome on kerbin that very much look like they're solid; they're not lol
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<Guest17945> Does anyone know how i can make robotics parts rigid?
<SporkWitch> their motors should have a "lock" option
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<Guest17945> Motor disengage?
<SporkWitch> don't think so? pretty sure that just sets it to spin freely
<Guest17945> Is there a mod that would make it rigid so it wouldnt be like this
<Guest17945> I'm trying to put an engine on a robotic arm
<SporkWitch> that seems like a very bad idea... lol
<Guest17945> it is but it would be cool. I dont see the lock option
<SporkWitch> make sure you have advanced tweakables enabled in the settings, and just fiddle with the settings. best i can offer on this one
<Guest17945> omg that actually worked
<Guest17945> Thank you so much
<SporkWitch> yeah, you ALWAYS want advanced tweakables enabled. It allows a lot of really critical settings for more advanced craft
<SporkWitch> Kerbal Joint Reinforcement is also a really good one, makes for less "floppy" rockets, but also not as brittle as the simple stock "rigid attachment" option
<SporkWitch> (KJR is a mod)
<SporkWitch> It doesn't do what you were asking for, it just makes the stock "welds" between parts stronger.
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<Guest17945> That would be super useful
<Guest17945> What would be a good way to do robot commands. So like i press one button and all of the robotcs parts switch to a specific angle that I set
<SporkWitch> if your system can handle it, don't forget graphics mods either. they make a HUGE difference
<Izaya> I think the KAL controllers can be used for that, if you're creative with them
<SporkWitch> KAL can also poof fuel into existence lol
<Izaya> KAL can throttle SRBs and turn fireworks into orion drives
<SporkWitch> hehe, yeah... lol
<Izaya> It exists to break physics
<SporkWitch> soooo many KAL exploits; TECHNICALLY not kraken drives, though
<Guest17945> Ya the visual mods are insane
<Guest17945> I will defiantly also download KJR and KAL
<SporkWitch> Yeah, for graphics I'm using Waterfall, RealPlume, EVE, Parallax, PlanetShine, Astronomer's Visual Pack, Distant Object Enhancement, and Engine Lighting Relit (this one's really cool: makes it so engines actually have emissive light)
<SporkWitch> it'll install TUFX as a dep, and on any new save you need to open TUFX (button on toolbar) once for each scene to choose the Astronomer's Visual Pack profile; once it's set, though, those settings are applied in that scene (KSC, flight, map) automatically after that.
<SporkWitch> End result is REALLY pretty, though you may want to slightly boost the ambient light, as it does make dark sides COMPLETELY dark, which can be a bit of trouble.
<SporkWitch> My complete modlist can be found here: https://cdn.discordapp.com/attachments/812736295814168623/1023418282465824798/KSP_modlist.txt (don't recommend KSPI or MKS and that stuff until you're more comfortable with the game, as they're VERY complicated, and not necessarily balanced). ScanSat i definitely recommend, though, as it's just fun and cool. Can even export the maps it makes to file
<Guest17945> Thank you so much!
<SporkWitch> if you aren't already, definitely use CKAN to manage mod installs and dependencies, saves so much trouble, and you can export your full modlist as a modpack to make it easy to reinstall on a new machine
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<Izaya> hmm, I'd love structural adaptors in the form of a torus fuel tank around a crew tube
<SporkWitch> Izaya: you can functionally achieve that with part clipping. Can't remember if I'd posted a picture of that most recent station, but I used some of the modded super-huge batteries on it, and I used part clipping so that it looked like they were attached to the outside of the structural tubes (it was basically mandatory, because they have hollow middles, so if I didn't do that it looked like
<SporkWitch> things were attached to nothing and just floating there magically)
<Izaya> you can, and I've been doing that with spherical fuel tanks, it just makes me unhappy
<Izaya> though having a ring of spheres sticking out from your structural adaptors is certainly A Look
<SporkWitch> no, i mean the actual donut-shaped ones, you could do that with them. You attach the fuel tank, then use the position adjust to slide it "up" the stack, so it looks like it's around the other part, rather than attached to its bottom. Only thing you have to be mindful of is crossfeed rules, and if you use CLS then you also need to be mindful of what parts allow traversal if kerbals will need to
<Izaya> yeah that's the other part, I'd just use fuel tank adapters but CLS says no
<SporkWitch> reach something on a node farther down. It's admittedly imperfect, but it's usually possible to achieve something that's both functional and aesthetically satisfying
<SporkWitch> what drives me nuts are the parts that logically SHOULD allow kerbals through, but don't heh
<Izaya> I just make patches for those
<Izaya> Annoying that I have to, but eh.
<SporkWitch> more effort than I want to invest, so I just build around it lol
<Izaya> I should probably publish my patches at some point
<Izaya> also realising I should've used the 1.25m-0.625m science storage adapter for the nose of this craft, but oh well. https://shadowkat.net/tmp/60d9.jpg
<SporkWitch> and this is why i build relay constellations. they're just so pretty! lol https://cdn.discordapp.com/attachments/812736295814168623/1023454085178986577/unknown.png
<SporkWitch> my first reaction was "agggghhh it's asymmetrical" (that single extra solar panel on the end), then I saw the flag... how many did you gulag to use as labor to build it?
<Izaya> none, of course
<Izaya> the truth of this statement is left up to the reader but I mean it fully
<Izaya> also, the panels at the back are 3-way symmetrical
<Izaya> opposite sections to the tanks
<SporkWitch> I guess I wouldn't trust all the people starving in gulags to build something important, either...
<SporkWitch> I see the three on the tanks, but then there's that single panel further back; you're saying that one has counterparts as well?
<Izaya> yup
<SporkWitch> oh, i just barely see it now, tip just pokes past the terminator
<SporkWitch> was just the angle, made it easy to miss heh
<SporkWitch> much better haha
<Izaya> eventually I'll attach the other 3 radial tanks and the back ones will be largely redundant
<Izaya> extra power gen if you point the back at the sun, I guess
<SporkWitch> that's my single biggest gripe with nearly all of EVE Online's ship designs: they're asymmetrical. Sure, it's space, it doesn't have to look like a fighter or something, but SYMMETRY is still essential because center of mass relative to center of thrust
<Althego> what makes it worse that the engines are placed randomly, they would rotate
<SporkWitch> usually not TOTALLY random; credit where it's do, MOST do have engine placements that at least make it possible to suspend disbelief heh
<SporkWitch> exceptions obviously exist
<Izaya> the off-center engines are for when they wanna spin real fast
<Izaya> hmm, I think I will set up the reactor control computer to turn off the reactor after a node is executed, but only if it also turned it on automatically
<SporkWitch> limited nuclear fuel? if not, why have the solar panels and turn it off at all?
<SporkWitch> when I'm using reactors, I generally don't even bother with solar, I just run everything off the reactor
<Izaya> yeah, and I cheaped out on fuel too
<Izaya> plus this engine doesn't have a generator that runs off it
<Izaya> otherwise I'd just leave it idling
<SporkWitch> gotcha. PITA to refuel nuclear (don't know if you remember me fihting with even getting it to LET me add nuclear fuel), so I always launch with a full tank unless it's a short-duration craft that won't stick around
<SporkWitch> ah
<SporkWitch> i suspect the generator would weigh less than the panels and fuel, honestly
<Izaya> I'm mostly just annoyed that nuclear fuel systems is its own expensive node in the tech tree
<Izaya> if I can build a reactor I know how to handle uranium >.>
<SporkWitch> KSPI and similar definitely do encourage use of science labs, heh
<Izaya> the upside of this whole complicated setup though
<Izaya> so it has the Isp of a NERV normally
<Izaya> but if I use my script to run the engine just below meltdown temperature, I get an extra 140 Isp
<Izaya> this is applicable to all nuclear engines, not just this one I got through a part testing contract
<Izaya> (though the more Isp it has the bigger the difference will be)
<SporkWitch> impressive
<Izaya> looking forward to a gas core nuclear engine
<SporkWitch> what's the percentage increase?
<Izaya> 16%
<SporkWitch> very impressive
<SporkWitch> usually we do dances for 1% improvements IRL lol
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<Izaya> speaking of gas core nuclear reactors, I really like the sphere design of the one I'm thinking of
<Izaya> I forget the name but it appeals to me
<XXCoder> ;mission
<LunchBot> You attempt to pacify Kerbin's hinterlands. Your friendship drive overheats and everyone hates you.
<XXCoder> aw no peace and no friends now
<Izaya> Is there no way to move data between pods without an EVA?
<Izaya> Guess I'm adding another mod https://forum.kerbalspaceprogram.com/index.php?/topic/192129-111-ship-manifest-adopted-6020-2020-12-30/
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<Izaya> Anyone know what the densest cargo item would be?
<XXCoder> tungsein
<XXCoder> on terms of usability, probably water
<Izaya> I meant for in a command module's inventory
<Izaya> want to figure out how much dV it has fully filled
<Izaya> https://shadowkat.net/tmp/4290.jpg <-- full of LH2
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<XXCoder> ahhh dunno
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<darsie> 1337
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<Althego> kikkerikii guh zombanwa etc
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<raptop> !mission add Annoyed at the high stability and low energy density of corium, you switch to mining cordium.
<LunchBot> Added mission: Annoyed at the high stability and low energy density of corium, you switch to mining cordium.
<raptop> (Yes, that's a Project Wingman reference)
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<FLHerne> !outcome add The only thing left to do is fail.
<LunchBot> Added outcome: The only thing left to do is fail.
<darsie> .outcome add Your tourist explodes.
<LunchBot> Added outcome: Your tourist explodes.
<FLHerne> oof
<FLHerne> usually I explode them in job lots though
<darsie> That's just a delay, not failure.
<raptop> Exploding tourists once they reach the end of their service lives?
<darsie> They explode on reentry.
<darsie> sometimes
<darsie> Or impact.
<raptop> depends on if the contract requires that they come back safely?
<darsie> It does, usually.
<SporkWitch> everything is air-droppable at least once
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<Izaya> How deep into the atmosphere do I need to put something for it to automatically be removed?
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<Izaya> sweet, aim for 25km
<raptop> Hrm, I'm worried that that 2.25 km distance is obsolete
<Izaya> oops, fuel drain valves impart thrust
* Izaya spins
<raptop> F
<SporkWitch> that makes sense, though lol
<Izaya> It does, when you think about it.
<packbart> Izaya: pretty bad Isp, though :)
<SporkWitch> not very EFFICIENT thrust, but thrust nontheless; it's literally doing the same thing it normally would, just not as energetically lol
<raptop> Yeah, it's a reasonable effect
<Izaya> maybe I should stick them on the front, so I can point forwards and deorbit with them.
<packbart> Scott did a thing: https://www.youtube.com/watch?v=AQN_JuWhFqU "Getting To Orbit Using Drain Valves?"
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<packbart> (that particular loophole - draining intake air - might have been closed)
raptop changed the topic of #KSPOfficial to: Kerbal Space Program official channel | versions: KSP1 1.12.3 http://bit.ly/ksp112update | Rules: http://tinyurl.com/KSP-Rules | "modcall" to call ops | Δv maps: https://i.imgur.com/CHVnEeE.png https://i.imgur.com/gBoLsSt.png | DART impact 2022-09-26T19:14 EDT (UT-4) https://www.youtube.com/watch?v=4RA8Tfa6Sck